Maya uses the shortest edge for triangulation and it will change which edge it's using as you edit your model. If you need to guarantee an edge just split that face the way you want. It will also flip edges while objects are animating if the shortest edge happens to change.
All renderers render triangles not quads (math thing with triangles) so ultimately quads get turned to triangles anyway. Which is why in the Maya viewport you notice the error with the quad being flipped the wrong way, it is because Maya turns the quads into triangles even though you don't see the edges.(there is a display…
And is there any way to "turn" quads so that the invisible diagonal is in the right direction? =o Anyway, so this means that Maya's triangles are always wrongly displayed? I've found the option to make the extra edges visible, but I think they're turned the wrong way....? I have no problems with exporting half a GB OBJ…
I guess that's why I have to uncheck the "Flip Green" option for normal maps in SketchFab....? Anyway, to reduce polygons I use ZRemesher just because it tries to keep the mesh all-quad. You can always find a couple of triangles here and there, but the final result is remarkable nonetheless. Decimation Master, on the…